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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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///////////////////////////////////////////////////////////////////////////////
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// //
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// plRTObjLightDesc.h - Header for the various ObjLightDesc classes //
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// Cyan, Inc. //
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// //
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//// Version History //////////////////////////////////////////////////////////
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// //
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// 8.2.2001 mcn - Created. //
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// //
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///////////////////////////////////////////////////////////////////////////////
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#ifndef _plRTObjLightDesc_h
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#define _plRTObjLightDesc_h
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#include "plRealTimeLightBase.h"
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#include "resource.h"
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class plMaxNode;
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//// AttenRanges Class ////////////////////////////////////////////////////////
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class AttenRanges
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{
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public:
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float aStart, aEnd; // Attenuation start and end and hot spot scaling for volume shading
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//float aNearStart, aNearEnd; // Near Attenuation start and end and hot spot scaling for volume shading
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float decayRadius;
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};
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//// BaseObjLight Class ///////////////////////////////////////////////////////
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class BaseObjLight : public ObjLightDesc
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{
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public:
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Color intensCol; // intens*color
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Color shadColor;
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float contrast,kA,kB,diffSoft;
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int decayType;
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BOOL diffSoften;
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float decayRadius;
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plRTLightBase* gl;
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BaseObjLight(INode *n);
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void DeleteThis() {delete this;}
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int Update(TimeValue t, const RendContext& rc, RenderGlobalContext * rgc, BOOL shadows, BOOL shadowGeomChanged);
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void UpdateGlobalLightLevel(Color globLightLevel) { intensCol = ls.intens*ls.color*globLightLevel;}
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virtual Color AttenuateIllum(ShadeContext& sc,Point3 p,Color &colStep,Point3 &dp,int filt, float ldp, float &distAtten, AttenRanges &ranges) {return Color(0,0,0);}
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virtual BOOL UseAtten()=0;
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virtual BOOL IsFacingLight(Point3 &dir) {return FALSE;}
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virtual int LightType()=0;
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inline float ContrastFunc(float nl) {
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if (diffSoft!=0.0f) {
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float p = nl*nl*(2.0f-nl); // based on Hermite interpolant
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nl = diffSoft*p + (1.0f-diffSoft)*nl;
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}
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return (contrast==0.0f)? nl:
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nl/(kA*nl+kB); // the "Bias" function described in Graphics Gems IV, pp. 401ff
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}
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};
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//// OmniLight Class //////////////////////////////////////////////////////////
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class OmniLight : public BaseObjLight
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{
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Matrix3 tmCamToLight[6];
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BOOL shadow, doShadows, shadowRay;
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Texmap *projMap;
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BOOL needMultiple;
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BOOL genCanDoOmni;
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float zfac, xscale, yscale, fov, sz2,size,sizeClip,sampSize,sampSize2;
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public:
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OmniLight(INode *inode, BOOL forceShadowBuf );
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~OmniLight();
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int Update(TimeValue t, const RendContext& rc, RenderGlobalContext *rgc, BOOL shadows, BOOL shadowGeomChanged);
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int UpdateViewDepParams(const Matrix3& worldToCam);
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BOOL UseAtten() {return TRUE;}
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int LightType() { return plRTLightBase::RT_OMNI; }
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};
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//// SpotLight Class //////////////////////////////////////////////////////////
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class SpotLight: public BaseObjLight
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{
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Point3 lightDir; // light direction in render space
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BOOL projector; //, shadowRay, overshoot;
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float hot_cos, fall_cos, fall_tan, fall_sin;
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float hotpct, ihotpct;
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float zfac, xscale,yscale, fov, sz2, curve;
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float out_range,in_range, range_span;
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Point2 rectv0, rectv1;
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Texmap* projMap;
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public:
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SpotLight(INode *inode, BOOL forceShadowBuf );
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~SpotLight() {} // FreeShadGens(); }
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int Update(TimeValue t, const RendContext& rc, RenderGlobalContext *rgc, BOOL shadows, BOOL shadowGeomChanged);
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int UpdateViewDepParams(const Matrix3& worldToCam);
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BOOL UseAtten() {return ls.useAtten;}
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BOOL IsFacingLight(Point3 &dir);
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int LightType() { return FSPOT_LIGHT; }
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};
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//// DirLight Class ///////////////////////////////////////////////////////////
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class DirLight : public BaseObjLight
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{
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Point3 lightDir; // light direction in render space
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//BOOL projector;//,overshoot;
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float hotsz, fallsz, fallsq;
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float xscale, yscale, sz2, curve;
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float out_range,in_range, range_span;
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float hotpct,ihotpct;
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float aspect;
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float sw2, sh2;
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Texmap* projMap;
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public:
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DirLight(INode *inode, BOOL forceShadowBuf );
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~DirLight() { /* FreeShadGens();*/}
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int Update(TimeValue t, const RendContext& rc, RenderGlobalContext *rgc, BOOL shadows, BOOL shadowGeomChanged);
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int UpdateViewDepParams(const Matrix3& worldToCam);
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BOOL UseAtten() {return FALSE;}
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int LightType() { return plRTLightBase::RT_FREE_DIR; }
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};
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#endif // _plRTObjLightDesc_h
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